Post by MrBlarney on Feb 18, 2010 0:28:29 GMT -8
Network Logos
Center player's starting network at the top of their role PM.
Regular Host
You are a host currently working for the <COCK/ODAM/WANG/FALA> network.
As with every other aspiring host in the business, your goal is to make it to the top of the ratings, to headline the network’s main late night show. You would be just fine with working your way up the ladder normally, but recently, a threat has arrived with the potential to ruin the late night show industry. Billionaire media tycoon Austin Turtle has used his influence to assemble a team of hosts in an attempt to control the late night scene. If his plan succeeds, the bland, old style of show that his hosts will put on will almost certainly doom the future of late night television. So it’s time to work even harder than ever and put the “Turtle Club” on their backs. The fate of late night rides on it!
Victory Conditions: The “Turtle Club” wants to control late night by putting their hosts as headliners of at least three networks (or all networks, should there be fewer than three), then using Austin Turtle’s influential power to stay there. In order to win, you must prevent enough “Turtle Club” members from headlining the networks and eliminate their presence in the late night industry.
You start out with a rating of 20. Every night, you may use your influence to <raise/lower> another player’s rating by <x>. Be sure to send the PM with your target to Kitano for it to be counted properly.
<Special Ability Text>
Special Abilities
You are also a young gun host. While your influence is low, your energy and spirit makes it easier for you to be popular, so the decay in your ratings is slightly lower than most other players.
You are also an old guard host. Years of experience and industry connections make your influence rather high, but your age also makes it difficult to sustain a high rating: your daily rating decay is slightly higher than most other players.
You also have some connections to the media. Your daily influence value is higher than the average host’s.
You also know a bit about the dark side of hosting. Unlike most hosts, your influence factor reduces another player’s rating rather than increases it.
You also have a media connection who owes you a favor. You have a one-time private targeting that can be used to either increase another player’s influence by 20 or reduce it by 20. This ability is used instead of your normal private influence target.
You know someone who specializes in tracking trends. Each game day, you may target one other player and learn their rating and the factors that contributed to it during the most recent day. This ability can be used in addition to your normal private influence target.
You have some talent in diplomacy and negotiation. You have a one-time ability to switch networks without penalty, including negation of the daily ratings decay. (You can also use the ability to simply negate the daily ratings decay for one day if you do not wish to switch networks.) This ability is used instead of your normal private influence target.
Agent
You are an agent currently working for the <COCK/ODAM./WANG/FALA> network.
Recent rumors swirling about the industry say that Austin Turtle is attempting a big push into the late night scene by hiring a number of hosts to try and take over the headlining spots of as many networks as possible. You couldn’t be less concerned about that. What you’ve been hired for is to find talent for your network, no matter where it comes from. Competition between agents is fierce; everybody is constantly stealing hosts from opposing networks to boost their own network’s ratings. Success here opens up more opportunities for advancement. You may not be the guy who the public knows, but for those in the industry, you’re the one everybody wants to connect with.
Victory Conditions: Victory is not tabulated until the end of the game, whether the “Turtle Club” succeeds or fails. Each day, you will have the ability to target one non-headliner player to coerce them to switching networks. Switching a player’s network does not incur the extra rating decay penalty for the converted player (they still take the normal decay) and is perfect in execution for both regular hosts and “Turtle Club” members, outside of a couple exceptions. If you target a player of the same network, there is no effect. Similarly, there is no effect if you target another agent. If a conversion fails, you will not know the reason for the failure. Targets that have been converted will be notified of their switch in network allegiance. Targets of the same network will receive no message. Targets that are opposing agents will know that they were targeted, but they will not know that you targeted them.
For every day that a player you have converted to your network is a headliner for your network, you earn one victory point. At the end of the game, the two agents with the highest victory point totals achieve victory, while the two lowest victory point totals are considered to have lost. Ties are broken based on the highest rating achieved by a converted host.
As an agent, you are unable to become a headliner for your network, but you are also not at risk of getting fired due to a lack of popularity. (You are still vulnerable to other forms of elimination such as the red vote.) Instead of rating, you have a different statistic called prestige. Influences that act on rating still work exactly the same for your prestige. Prestige is used as a tiebreaker for if multiple agents target the same host, so it’s good to have a little bit of support. You start out with a prestige of 20. You will not have a private rating influence power like normal hosts: your conversion power takes the place of that standard ability. Be sure to send the PM with your target to Kitano for it to be counted properly.
Turtle Club Host
You are a host currently working for the <COCK/ODAM/WANG/FALA> network... but you are also a member of the “Turtle Club”, hired by Austin Turtle to take over the late night industry.
You’ve been down on your luck for a while in terms of trying to make a headliner spot in a major network. With the audiences of today, your style doesn’t seem to bring you quite the popularity you feel you deserve. But with Austin Turtle’s help, you can turn the game around. His first steps in trying to rule the late night scene have kicked up quite the turmoil, giving everyone a better shot at making it to the top. You’d better make the most of this opportunity to
Victory Conditions: You and your fellow “Turtle Club” members must find a way to become headliners of at least three networks (or all networks if there are fewer than three). If your numbers dwindle too much, you’ll need to find a way to reduce the competition to a state where victory is possible!
You start out with a rating of 20. Every night, you may use your influence to <raise/lower> another player’s rating by <x>. In addition, as a group, you may utilize Austin Turtle’s influence to get one non-headlining player fired per game day. (Getting a headliner fired would be too difficult and too attention-grabbing.) Be sure to send the PMs with your targets to Kitano for them to be counted properly.
Center player's starting network at the top of their role PM.
Regular Host
You are a host currently working for the <COCK/ODAM/WANG/FALA> network.
As with every other aspiring host in the business, your goal is to make it to the top of the ratings, to headline the network’s main late night show. You would be just fine with working your way up the ladder normally, but recently, a threat has arrived with the potential to ruin the late night show industry. Billionaire media tycoon Austin Turtle has used his influence to assemble a team of hosts in an attempt to control the late night scene. If his plan succeeds, the bland, old style of show that his hosts will put on will almost certainly doom the future of late night television. So it’s time to work even harder than ever and put the “Turtle Club” on their backs. The fate of late night rides on it!
Victory Conditions: The “Turtle Club” wants to control late night by putting their hosts as headliners of at least three networks (or all networks, should there be fewer than three), then using Austin Turtle’s influential power to stay there. In order to win, you must prevent enough “Turtle Club” members from headlining the networks and eliminate their presence in the late night industry.
You start out with a rating of 20. Every night, you may use your influence to <raise/lower> another player’s rating by <x>. Be sure to send the PM with your target to Kitano for it to be counted properly.
<Special Ability Text>
Special Abilities
You are also a young gun host. While your influence is low, your energy and spirit makes it easier for you to be popular, so the decay in your ratings is slightly lower than most other players.
You are also an old guard host. Years of experience and industry connections make your influence rather high, but your age also makes it difficult to sustain a high rating: your daily rating decay is slightly higher than most other players.
You also have some connections to the media. Your daily influence value is higher than the average host’s.
You also know a bit about the dark side of hosting. Unlike most hosts, your influence factor reduces another player’s rating rather than increases it.
You also have a media connection who owes you a favor. You have a one-time private targeting that can be used to either increase another player’s influence by 20 or reduce it by 20. This ability is used instead of your normal private influence target.
You know someone who specializes in tracking trends. Each game day, you may target one other player and learn their rating and the factors that contributed to it during the most recent day. This ability can be used in addition to your normal private influence target.
You have some talent in diplomacy and negotiation. You have a one-time ability to switch networks without penalty, including negation of the daily ratings decay. (You can also use the ability to simply negate the daily ratings decay for one day if you do not wish to switch networks.) This ability is used instead of your normal private influence target.
Agent
You are an agent currently working for the <COCK/ODAM./WANG/FALA> network.
Recent rumors swirling about the industry say that Austin Turtle is attempting a big push into the late night scene by hiring a number of hosts to try and take over the headlining spots of as many networks as possible. You couldn’t be less concerned about that. What you’ve been hired for is to find talent for your network, no matter where it comes from. Competition between agents is fierce; everybody is constantly stealing hosts from opposing networks to boost their own network’s ratings. Success here opens up more opportunities for advancement. You may not be the guy who the public knows, but for those in the industry, you’re the one everybody wants to connect with.
Victory Conditions: Victory is not tabulated until the end of the game, whether the “Turtle Club” succeeds or fails. Each day, you will have the ability to target one non-headliner player to coerce them to switching networks. Switching a player’s network does not incur the extra rating decay penalty for the converted player (they still take the normal decay) and is perfect in execution for both regular hosts and “Turtle Club” members, outside of a couple exceptions. If you target a player of the same network, there is no effect. Similarly, there is no effect if you target another agent. If a conversion fails, you will not know the reason for the failure. Targets that have been converted will be notified of their switch in network allegiance. Targets of the same network will receive no message. Targets that are opposing agents will know that they were targeted, but they will not know that you targeted them.
For every day that a player you have converted to your network is a headliner for your network, you earn one victory point. At the end of the game, the two agents with the highest victory point totals achieve victory, while the two lowest victory point totals are considered to have lost. Ties are broken based on the highest rating achieved by a converted host.
As an agent, you are unable to become a headliner for your network, but you are also not at risk of getting fired due to a lack of popularity. (You are still vulnerable to other forms of elimination such as the red vote.) Instead of rating, you have a different statistic called prestige. Influences that act on rating still work exactly the same for your prestige. Prestige is used as a tiebreaker for if multiple agents target the same host, so it’s good to have a little bit of support. You start out with a prestige of 20. You will not have a private rating influence power like normal hosts: your conversion power takes the place of that standard ability. Be sure to send the PM with your target to Kitano for it to be counted properly.
Turtle Club Host
You are a host currently working for the <COCK/ODAM/WANG/FALA> network... but you are also a member of the “Turtle Club”, hired by Austin Turtle to take over the late night industry.
You’ve been down on your luck for a while in terms of trying to make a headliner spot in a major network. With the audiences of today, your style doesn’t seem to bring you quite the popularity you feel you deserve. But with Austin Turtle’s help, you can turn the game around. His first steps in trying to rule the late night scene have kicked up quite the turmoil, giving everyone a better shot at making it to the top. You’d better make the most of this opportunity to
Victory Conditions: You and your fellow “Turtle Club” members must find a way to become headliners of at least three networks (or all networks if there are fewer than three). If your numbers dwindle too much, you’ll need to find a way to reduce the competition to a state where victory is possible!
You start out with a rating of 20. Every night, you may use your influence to <raise/lower> another player’s rating by <x>. In addition, as a group, you may utilize Austin Turtle’s influence to get one non-headlining player fired per game day. (Getting a headliner fired would be too difficult and too attention-grabbing.) Be sure to send the PMs with your targets to Kitano for them to be counted properly.